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Removed sun shower. Thunder and ripples are now handled by a third compute shader.
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@@ -1,7 +1,7 @@
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#define PI 3.14159265359
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precision lowp float;
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attribute vec2 aPosition, aCorner;
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uniform sampler2D shineState, symbolState;
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uniform sampler2D shineState, symbolState, effectState;
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uniform float density;
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uniform vec2 quadSize;
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uniform float glyphHeightToWidth, glyphVerticalSpacing;
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@@ -10,7 +10,7 @@ uniform vec2 screenSize;
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uniform float time, animationSpeed, forwardSpeed;
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uniform bool volumetric;
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varying vec2 vUV;
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varying vec4 vShine, vSymbol;
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varying vec4 vShine, vSymbol, vEffect;
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varying float vDepth;
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highp float rand( const in vec2 uv ) {
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@@ -24,6 +24,7 @@ void main() {
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vUV = (aPosition + aCorner) * quadSize;
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vShine = texture2D(shineState, aPosition * quadSize);
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vSymbol = texture2D(symbolState, aPosition * quadSize);
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vEffect = texture2D(effectState, aPosition * quadSize);
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// Calculate the world space position
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float quadDepth = 0.0;
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